Update content vectors to numerics (#17759)
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@@ -11,6 +11,7 @@ using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using System.Linq;
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using System.Numerics;
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using Robust.Client.GameObjects;
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namespace Content.Client.Audio;
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@@ -36,6 +37,8 @@ public sealed class AmbientSoundSystem : SharedAmbientSoundSystem
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private int _maxAmbientCount;
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private bool _overlayEnabled;
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private float _maxAmbientRange;
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private Vector2 MaxAmbientVector => new(_maxAmbientRange, _maxAmbientRange);
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private float _cooldown;
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private TimeSpan _targetTime = TimeSpan.Zero;
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private float _ambienceVolume = 0.0f;
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@@ -210,7 +213,7 @@ public sealed class AmbientSoundSystem : SharedAmbientSoundSystem
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? xform.LocalPosition - state.Player.LocalPosition
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: xform.WorldPosition - state.MapPos;
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var range = delta.Length;
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var range = delta.Length();
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if (range >= ambientComp.Range)
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return true;
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@@ -250,7 +253,7 @@ public sealed class AmbientSoundSystem : SharedAmbientSoundSystem
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? xform.LocalPosition - playerXform.LocalPosition
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: xform.WorldPosition - mapPos.Position;
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if (distance.LengthSquared < comp.Range * comp.Range)
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if (distance.LengthSquared() < comp.Range * comp.Range)
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continue;
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}
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@@ -266,7 +269,7 @@ public sealed class AmbientSoundSystem : SharedAmbientSoundSystem
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var pos = mapPos.Position;
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var state = new QueryState(pos, playerXform, query);
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var worldAabb = new Box2(pos - _maxAmbientRange, pos + _maxAmbientRange);
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var worldAabb = new Box2(pos - MaxAmbientVector, pos + MaxAmbientVector);
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_treeSys.QueryAabb(ref state, Callback, mapPos.MapId, worldAabb);
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// Add in range ambiences
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